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#1 Old 25th Jul 2026 at 4:00 PM
Default ReColbiner - The Sims 1 Recolour Combining Tool
Hello Everyone!

Today I present to you ReColbiner - The Sims 1 Recolour Combiner

This is the first release and it is in super Beta girls and boys, so test at the risk of hijinks and shenanigans.

Basically, it's an external utility like Transmog or FAROut that you will use to select several separate CC items' IFF files and combine the data into one Multi-Object file that will cycle through the graphics of the original objects when in game. Giving us proxy-recolour object functionality in the Sims 1.





Benefits

Reduced Catalogue Size – No more scrolling through 20 pages to find that chair

Reduces Amount of CC Files – If two files become one file, that's less files

Less ID Conflicts – It uses only the main file's ID so overall there will be fewer in game

Folder Size Reduction – Combined files share some data so there's a small size saving

My Main Goal

While the other benefits are a nice by-product, my main and only goal is to make it possible to squeeze in as much CC as humanly possible into my Downloads folder.

I'm sure some of you, like me, have hit the "Download Limit" and don't take too kindly to that. Whether it's due to the folder size being 2.5GB, the GUIDs conflicting, or the number of files not being able to exceed 10,000, something stops us from having the ungodly amount of custom furniture pieces we deserve.

So, if that sounds like you, I'd greatly appreciate your help in testing if this could be a possible fix. If GUIDs are the problem, we'll cut them in half so we can fit twice as much in. If you find it helps, let me know and we might find out what the true limiter really is.



Known Limitations
For a full list of limitations, bugs, and instructions see the breakdown on my Patreon post, but at the moment we are pretty much limited to only combining static objects that do not have an animation (think end tables, statues, bushes). Single tiled objects are safest but multi-tile objects that were originally cloned from the same base should also be in a working state. More complicated mutli-tile objects may result in a jumbled rug with it's corner in the middle and it's middle on the road. This tool is a work in progress. Coded with AI assistance.



Special thanks to SimmerAl on MTS and Aponee for all their research on colour-changing objects, everyone who ever contributed to the SimsTek IFF Wiki and DnfJeff on GitHub for the great idea to make a tool for this so I didn't have to alter every object by hand. Custom Content used in testing images belongs to Ferndale Sims.

Download
Executable is available on my Patreon, but is totally free and always will be. If you have any trouble seeing the post or downloading let me know it's my first post there.

FeralMoonwytch - ReColbiner Version 0.0.1-Beta
Screenshots
Theorist
#2 Old 26th Jul 2026 at 4:24 PM
Wow!!! This sounds amazing. I'm not in a position to test it right now, but thanks for making it.

I've made some mods for The Sims 1 -- yes, The Sims ONE :-) -- which you can find at http://corylea.com/Sims1ModsByCorylea.html
Alchemist
#3 Old 4th Aug 2026 at 3:21 AM
Okay. Can this be used for creating new objects?

Here you can see more of my creations and conversions for sims 3. ;) I`ll glad to see your comments in.
Field Researcher
#4 Old 4th Aug 2026 at 6:41 AM
Quote: Originally posted by Victor_tor
Okay. Can this be used for creating new objects?


I have no reason to use this so I haven't tested it, and it's not open source that I can tell, so what I'm about to say may be off-base, but:

I think what this is designed to do is to combine the DGRPs, PALTs, and SPR2s of multiple similarly behaving objects into a single object with one GUID, alongside probably a new BHAV or two that will cause the object to cycle graphical states when placed. Given how the screenshot of the program looks, you would need to have multiple iffs with pre-prepared sprites already in them, so it couldn't be used to make an object from scratch. (I also don't have enough information from the available documentation to know if it would be able to handle spf files (or files that are iff endings but are functionally spfs in that they only have sprite and other image data and none of the "meat" of the object like OBJDs and BHAVs and such). MOST people aren't working with spfs, though (they're more common in development builds to allow the graphic development and the object behavior to progress independently of each other), so that's more of a tangent.)

TL;DR: It likely can't be used to make objects "from scratch" (or from clone) like IFF Pencil, Transmogrifier, etc. can be used to do.
Alchemist
#5 Old 6th Aug 2026 at 5:45 AM
Quote: Originally posted by purplewowies
I have no reason to use this so I haven't tested it, and it's not open source that I can tell, so what I'm about to say may be off-base, but:

I think what this is designed to do is to combine the DGRPs, PALTs, and SPR2s of multiple similarly behaving objects into a single object with one GUID, alongside probably a new BHAV or two that will cause the object to cycle graphical states when placed. Given how the screenshot of the program looks, you would need to have multiple iffs with pre-prepared sprites already in them, so it couldn't be used to make an object from scratch. (I also don't have enough information from the available documentation to know if it would be able to handle spf files (or files that are iff endings but are functionally spfs in that they only have sprite and other image data and none of the "meat" of the object like OBJDs and BHAVs and such). MOST people aren't working with spfs, though (they're more common in development builds to allow the graphic development and the object behavior to progress independently of each other), so that's more of a tangent.)

TL;DR: It likely can't be used to make objects "from scratch" (or from clone) like IFF Pencil, Transmogrifier, etc. can be used to do.

Thanks for explainaition. With things being said I wonder if this tool gives you a chance to create new recolors to existing "meshes" without need to clone it.

I'd give this tool a try with set of animated paintings packed in one.

Here you can see more of my creations and conversions for sims 3. ;) I`ll glad to see your comments in.
Alchemist
#6 Old 9th Aug 2026 at 11:15 AM
Okaay I promised to try and I tried this tool and come to give a feedback.

I tried to do it with a bunch of posters I created recently. They have same features as posters from Superstar as once picked from catalogue, they come rolled, and switch to unrolled when leaning to wall, and back again. The resulting set doesn't work for animated sprites as once compressed, the first code ever comes broken. It messes up all the states and posters come in rolled state forever just switching all sprites of each item in set marked first.

I would have liked to test it on regular paintings but I am too lazy right now to create another bunch of paintings. Also my guessing it will 99% work. I am just curious more about "View" interaction in this case. I will try later with paintings. I see It would come good for items that have no other features out of pick and place, which will not move, won't change states or swich sprites when use, like posters, chairs, animated sculptures, bathtubes, sinks, technics, clocks etc.

Here you can see more of my creations and conversions for sims 3. ;) I`ll glad to see your comments in.
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